Hands-on: HTC’s New Standalone Vive Tracker Effortlessly Brings More of Your Body Into VR

With three versions of SteamVR trackers under its belt, HTC has been a leading enabler of full-body tracking in VR. Now the company’s latest tracker could make it even easier to bring your body into VR.

HTC’s new standalone Vive tracker (still unnamed) has a straightforward goal: work like the company’s existing trackers, but easier and on more platforms.

The ‘easier’ part comes thanks to inside-out tracking—using on-board cameras to allow the device to track its own position, rather than external beacons like those used by the company’s prior trackers.

Photo by Road to VR

To that end, things seem really promising so far. I got to demo the new Vive tracker at GDC 2023 this week and was impressed with how well everything went.

Photo by Road to VR

With two of the new Vive trackers strapped to my feet, I donned a Vive XR Elite headset and jumped into a soccer game. When I looked down at my feet, I saw a pair of virtual soccer shoes. And when I moved my feet in real-life, the soccer shoes moved at the same time. It took less than two seconds for my mind to say ‘hey those are my feet!’, and that’s a testament to both the accuracy and latency being very solid with the new tracker.

That’s not a big deal for older trackers that use SteamVR Tracking, which has long been considered the gold standard for VR tracking. But to replicate a similar level of performance in a completely self-contained device that’s small and robust enough to be worn on your feet… that’s a big deal for those who crave the added immersion that comes with bringing more of your body into VR.

Throughout the course of my demo, my feet were always where I expected to see them. I saw no strange spasms or freezing in place, no desync of coordinate planes between the tracker and the headset, and no drifting of the angle of my feet. That allowed me to easily forget that I was wearing anything special on my feet and simply focus on tracking to kick soccer balls into a goal.

While the tracker worked well throughout, the demo had an odd caveat—I had feet but no legs! That makes it kind of weird to try to juggle a soccer ball when you expect to be able to use your shin as a backboard but watch as the ball rolls right over your virtual foot.

Ostensibly this is the very thing that trackers like this should be able to fix; by attaching two more trackers to my knees, I should be able to have a nearly complete representation of my leg movements in VR, making experiences like ‘soccer in VR’ possible when they simply wouldn’t work otherwise.

I’m not sure if the demo app simply wasn’t designed to handle additional tracking points on the knees, or if the trackers are currently limited to just two, but HTC has confirmed the final inside-out Vive tracker will support up to five trackers in addition to the tracked headset and controllers.

Trackers can, of course, be used to track more than just your body, though apps that support these kinds of tracked accessories are rare | Photo by Road to VR

So the inside-out factor is the ‘easier’ part, but what about the other goal of the tracker—to be available on more platforms than just SteamVR Tracking?

Well, the demo I was playing was actually running purely on the standalone Vive XR Elite. To connect the trackers, a small USB-C dongle needs to be connected to the headset to facilitate the proprietary wireless connection between the dongle and the trackers. HTC says the same dongle can plug into a PC and the trackers will work just fine through SteamVR.

The company also says it’s committed to making the trackers OpenXR compatible, which means (in theory) any headset could support them if they wanted.

– – — – –

I only got to use it in one configuration (on my feet) and in one environment (a large office space). So there’s still the question of how robust they will be. For now though, I’m suitably impressed.

If these trackers really work as well as they seem from their first impression, it could open the door to a new wave of people experiencing the added immersion of full-body tracking in VR… but there’s still the lingering question of price, which historically never seems to be quite right consumer VR market when it comes to HTC. Until then, our fingers shall remain crossed.

HTC Opens Pre-orders for ‘Mars CamTrack’ Virtual Production Box

HTC teased a new Vive product last week which aims to leverage the company’s Vive Trackers for virtual productions. Called Vive Mars CamTrack, the box is appealing to filmmakers looking for an easy way of integrating Vive Trackers into their productions by shrinking complicated workflow into a compact box.

Update (April 26th, 2022): HTC announced its VIVE Mars CamTrack is ready for pre-order, priced at $5,000. The early bird pre-order includes a $200 redeem code for Glassbox Technologies professional virtual camera, DragonFly, the company says in a blog post.

Outside of the the Mars production box itself, the package includes three camera mounts (named Rover), two SteamVR 2.0 Base stations, and two VIVE Tracker (3.0). To learn more, check out the product website here.

HTC also dropped a video showing Mars CamTrack in action, featuring testimonials from Ryan Connolly of Film Riot, Norman Wang from Glassbox Technologies, Sam Gorski of Corridor Digital, and Paul Hamblin of Treehouse Digital.

The company is also demoing VIVE Mars CamTrack at the FMX conference in Stuttgart, Germany, from May 3-5. Check out the official event website here.

Original Article (April 18th, 2022): HTC’s Vive brand has been exclusively focused on XR technologies, but late last week the company teased a new Vive product that is likely more tangential to the XR space than part of it.

The new product was shown pictured essentially in full, which gives us some strong hints about what it will do.

Image courtesy HTC

The small box clearly has a display which shows that it can detect three Vive Trackers and four SteamVR Tracking base stations. And while the DisplayPort, HDMI, and three USB ports might suggest this is a compact PC that can handle its own VR rendering, other hints point toward a less powerful, purpose-built control device for detecting, capturing, and relaying the position of the trackers.

Why might you want such a thing? Virtual production—using mixed reality-like technologies for shooting film productions—is the obvious answer. This is bolstered by the ‘Timecode’ and ‘Genlock’ readouts on the box’s display, which are commonly used to keep film and audio equipment in perfect sync.

Positional tracking is hugely important in virtual production, especially for tracking cameras, whether you’re shooting entirely against a green-screen or an LED wall.

In the first case, precisely capturing the movement of the camera makes like much easier in post-production when CGI comes into play. Instead of manually aligning the real shot against CGI elements, the virtual camera can be easily aligned to the real camera to keep everything in sync.

If shooting against an LED wall (a large panoramic display that shows background imagery rendered in real-time at the time of filming), you need to know the precise position of the real camera in order to have the background imagery move realistically in real-time.

Beyond camera tracking, accurate position tracking in production can be used to track props, actors, and more, which makes them more easily replaced or altered in post-production.

Of course, there’s plenty of positional tracking technologies that have been used in the film space for decades at this point… so why would HTC be getting into the game?

Well, compared to most of what’s out there, Valve’s SteamVR Tracking system is affordable, easy to set up, fairly precise, and dang cheap. And HTC is the leading provider of SteamVR trackers, small tracking pucks which are compatible with the system.

For around a thousand dollars—excluding the price of HTC’s new… let’s call it ‘Vive Tracker box’—you can have a reasonably sized tracking volume with four SteamVR Tracking base stations to precisely track three trackers (though hopefully the box will support more than just three, which would make the system easily extensible).

Compare that to something more commonly seen in the virtual production space, like OptiTrack, which can do more but starts closer to $10,000 and can easily exceed $100,000 if you want to increase the size of the volume.

Back to HTC’s new Vive product; it’s already possible to use SteamVR Tracking for virtual production use-cases, but it isn’t exactly a straightforward process. Not only do you need a dedicated PC with uncommon (in the film space) software installed (SteamVR), but you also need a USB dongle for each Vive Tracker that you plan to use.

The HTC Vive Tracker box is probably designed to be a turnkey solution that’s ready to go without any software installation or extra dongles, plus the ability to sync the positional tracking data timing precisely with other production equipment on set.

– – — – –

The end goal here is not just for HTC to make money by selling the box, but also by selling more of its Vive Trackers. The company’s tracking pucks are popular among hardcore VR enthusiasts who want to do full-body tracking, but that’s a highly niche audience. General purpose tracking, for virtual production or otherwise, is a much larger potential market for HTC to tap, even if it does mean veturing a bit outside of what has been the usual wheelhouse of the Vive brand.

And while Vive tracker box probably doesn’t mean too much for the XR industry itself, it may tell us more about how HTC’s XR arm—Vive—is faring right now.

With its last four major VR headset releases seemingly not generating much traction for the company in the consumer VR space where it once dominated, Vive is veering into new territories in search of business. Beyond the Vive Tracker box here, another recent example is Vive Arts, the company’s effort to stake a claim in the NFT art scene.

So far HTC has not officially announced the Vive Tracker box beyond the teaser photo—so we still don’t have details like when it will launch, how it will be priced, or what specific features it will have—though we expect those details to come soon.

The post HTC Opens Pre-orders for ‘Mars CamTrack’ Virtual Production Box appeared first on Road to VR.

HTC VIVE Tracker 3.0 und Facial Tracker Bilder geleaked

Tower Tag auf Steam

Ein Reddit User hat vermutlich bereits etwas entdeckt, was HTC VIVE heute ankündigen könnte. Ein Händler aus Schweden listet die neuen HTC VIVE Tracker 3.0 und einen Tracker für die Mimik der Spielenden.

HTC VIVE Tracker 3.0 und Facial Tracker Bilder geleaked

Die neuen Produkte passen zu den Hinweisen, die HTC VIVE in den letzten Tagen über den eigenen Twitter-Account gestreut hatte. Durch die Listung des Händlers ist das Rätsel gelüftet und es handelt sich nicht um eine neue VR-Brille die heute vorgestellt werden wird, sondern um neue HTC VIVE Tracker und einen “Facial Tracker” der eure Mimik erkennen soll.

Beide Produkte werden im Store von Inet für 1390 Kr gelistet. Umgerechnet kommt das Zubehör damit auf einen Preis von ca. 140 Euro.

Der Reddit-Nutzer hat alle Bilder gespeichert. Ihr könnt sie euch hier anschauen.

(Quelle: HTC VIVE Tracker 3.0, Facial Tracker, Reddit)

Der Beitrag HTC VIVE Tracker 3.0 und Facial Tracker Bilder geleaked zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC is Teasing New VR Hardware in Cryptic Tweets

A series of cryptic tweets with teasing imagery have dropped on the official HTC Vive account in the last week, but what do they point to?

It’s been a year since we’ve seen new hardware from HTC. It was back in March of 2020 that the company launched Vive Cosmos Elite, a variant of the Cosmos headset with SteamVR Tracking. The company was also planning to launch other variants of the headset, Cosmos Play and Cosmos XR, but went quiet about those variants not long after their announcement, apparently in a change of product strategy.

Now, a year later, the company is teasing something new, but we’re not sure it’s a new headset just yet. Here’s a look:

Curiously in the photo above, Twitter user Nikolaj Stausbøl spotted a tiny date hiding in plain sight, which appears to read “3/10/21.” We confirmed that the date exists in the original photo, which you can see enlarged below.

Also interesting about the photo is that it looks to be a known device—the Vive mouth-tracking development kit, as Twitter user OXIOXI pointed out, which has been in the hands of developers since at least the middle of 2020. The phrase “express yourself” in the original tweet seems to confirm this further.

Image courtesy Matt Workman

While HTC could just be needlessly teasing a device that’s already out there, it seems more likely that the company might have an upgraded version of the mouth-tracker in development, possibly one aimed at enthusiast VR users.

That’s not the only teaser photo. The company also tweeted this one:

Interestingly this photo also may well be referencing a known device… the Vive Tracker, HTC’s SteamVR Tracking peripheral which can be used to track additional objects or limbs in VR.

The existing Vive Tracker has a Vive logo at the very center which doubles as a button to interface with the device (this is the only Vive product we’re aware of that uses the logo in this way).

Image courtesy HTC

Perhaps we’re reading a little too far into it, but logo in the teaser photo clearly appears raised, and looks a good bit like it could be a button as well. That makes us think we’re either looking at a new version of the Vive Tracker, or HTC is expanding the use of the logo-button trope.

There’s other clues still, including a tweet asking users, “what would you do with 70% more energy?” with no other context.

Combined with the phrase “it’s your move,” and several other tweets from the account highlighting dancers in VR (many of whom are using Vive Trackers to track their feet), it seems like the company might be pointing toward a new Vive Tracker with better battery life.

– – — – –

Curiously, these tweets don’t seem to be talking about things we already know the company is working on. Like a new version of its Vive Focus headset with an XR2 processor, which was spotted last year. Nor does it appear to be teasing the Vive Proton, a prototype standalone VR headset that the company revealed in early 2020.

Vive Proton prototype renders | Image courtesy HTC

If the date in hidden in the tweet further above is anything to go by, we could be due to see a full reveal (or at least some more teasing) come Wednesday.

What are your best guesses about what HTC is teasing? Let us know in the comments below.

The post HTC is Teasing New VR Hardware in Cryptic Tweets appeared first on Road to VR.

Tundra Tracker Kickstarter startet im März

Tower Tag auf Steam

Tundra Labs wird die Tundra Tracker voraussichtlich erst im März auf Kickstarter bringen. Ursprünglich plante das Team einen Start im Januar 2021.

Tundra Tracker Kickstarter startet im März

Das Besondere an den Tundra Trackern ist, dass sie deutlich kleiner als die HTC Vive Tracker sind. Dies kann bei professionellen Einsatzgebieten einige Vorteile haben, da sich die Tracker einfacher an Objekten und Co. anbringen lassen. Eine Art Schnellwechselplatten soll ermöglichen, die Tracker in Sekunden auszutauschen. Zudem sollen die Tundra Tracker etwas günstiger ausfallen als das Konkurrenzprodukt von HTC.

Aktuell ist Tundra Labs von Lieferengpässen betroffen und kann daher erst im Juli 2021 erste Systeme ausliefern. Deshalb habe man die Kickstarter-Kampagne nach hinten verschoben, um die Zeit zwischen Kampagne und Lieferung möglichst gering zu halten.

Weitere Informationen findet ihr auf der Webseite von Tundra Labs.

(Quelle: Road to VR)

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See Mario Kart Arcade GP VR In Action In New Gameplay Footage

If you have been keep track on all things Nintendo and virtual reality (VR) related, then you would of seen our recent coverage of Mario Kart Arcade GP VR. The popular racing videogame has bring brought over to VR thanks to HTC Vive and Namco Bandai and is now available to play in London, after previously only being available in Japan. If you were wondering what the title was like to play then you’ll be in luck, as we have some gameplay to share.

Mario Kart Arcade GP VR screenshot

In Mario Kart Arcade GP VR players can expect the same experience they are use to but with the level of immersion that comes from VR along with the freedom to reach out, pick up objects, and throw them at other races. The experience is powered by a HTC Vive head mounted-display (HMD) – with the HTC Vive Pro coming soon – along with the HTC Vive Trackers placed on the the players hands, plus a kart themed to around the ones seen in the title. All of this comes together to offer a unique experience that is unlike anything else.

As seen in the gameplay video below, Mario Kart Arcade GP VR captures the look and feel of the series along with the colourful design that makes Mario so well known. It’s fast paced, immersive and has plenty of charm to keep players engaged all while enriching the fun of Mario Kart like never before. Items pack a punch, the karts move smoothly across the track and hitting your friend with a shell is still as satisfying as you would hope. There is even a giant inflatable hammer.

Mario Kart Arcade GP VR screenshot

“Everyone has come out with a massive smile on their face.” Said Graham Wheeler, VP Sales, Product and Operations HTC Vive, Europe, when asked how the response to the experience has been in our recent interview: “We sent some of our office here when I came back from a business trip and literally the entire office just didn’t stop talking about it. So it just shows that even though we’ve been in VR a lot it’s a great kind of company to be in and VR experiences but this is just really immersive level people know Mario Kart, everyone has played it so they just naturally go into it so even the skeptics love Mario Kart VR.”

The Mario Kart Arcade GP VR experience is now open in London and you can watch the full gameplay footage in the below video. For more on the title you can watch our interview with Graham Wheeler and read our hands-on. For all things on VR in the future, stay tuned to VRFocus.

From Power Slides to Blue Shells, HTC Vive Talks Mario Kart Arcade GP VR

Out of all the virtual reality (VR) titles that have been released arguably the one that people have most looked forward to getting to try is Mario Kart Arcade GP VR. This experience was released in Japan but now, thanks to HTC Vive the title has made it’s way to London. After getting to try out the title VRFocus’ own Nina Salomons talked with Graham Wheeler, VP Sales, Product and Operations HTC Vive, Europe to discuss HTC’s involvement with the title.

“How we’re involved is basically making sure that we have great VR experiences everywhere where people can try them out and then get to understand what VR can do.” Wheeler explains: “So here with Mario Kart VR, first time in London, it’s just amazing. It adds that immersion to another level when you’re driving in Mario Kart you grab out, you chuck a turtle shell over to the next person and that’s the idea is showing people what you can do in VR and then hey want to try it at home.”

HTC have worked hard to be able to bring the popular title over to London at the VR Zone Portal located within the Hollywood Bowl at The O2. The location allows for up to four players to jump into a race with each other and see who is able to win the mushroom cup within VR. This release has been made possible thanks to the working relationship which HTC have with other parties which Wheeler explained by saying: “The relationship we have with the VR zone guys and Namco Bandai in Japan, so we’re just here making sure that it runs perfectly for these guys and making sure the setup is working great and making sure everyone gets a great experience.”

Mario Kart Arcade GP VR screenshot

The setup for Mario Kart Arcade GP VR is built up of numerous components starting with the HTC Vive head-mounted display. They are running with the original Vive HMD for the moment but Wheeler does explain they are getting the Vive Pro setup and ready for the experience shortly. Users will also get to wear the deluxe audio strap for improved immersive and comfort, along with the HTC Vive Trackers which are used to track the hands in VR. This is important because it is what helps make Mario Kart VR stand out from other racing titles by offering that option to grab items to throw at other racers. All of this is then brought to life even further thanks to an actual kart setup which you sit in complete with a steering wheel.

“Everyone has come out with a massive smile on their face.” Said Wheeler when asked how the response to the experience has been: “We sent some of our office here when I came back from a business trip and literally the entire office just didn’t stop talking about it. So it just shows that even though we’ve been in VR a lot it’s a great kind of company to be in and VR experiences but this is just really immersive level people know Mario Kart, everyone has played it so they just naturally go into it so even the skeptics love Mario Kart VR.”

The Mario Kart Arcade GP VR experience is now open in London and the full interview with Wheeler is available to watch below. If you are curious what VRFocus thought about Mario Kart Arcade GP VR then read our hands-on and for all things VR in the future, keep reading.

Hands-on with Mario Kart Arcade GP VR: Leave Your Red Shells at Home

It’s a common belief that modern virtual reality (VR) needs the power of IP to succeed. In the world of approachable videogame entertainment, few franchises come as highly regarded as Mario Kart. For more than 25 years mushrooms, plumbers and princesses have been charging across varied landscapes and attacking one another with shells and banana skins trying to reach that pole position, and now you can join the action in VR.

Mario Kart Arcade GP VR is the first step into VR for the Mario Kart franchise, though not in the out-of-home entertainment sector. There have been three previous Mario Kart Arcade GP releases, all of which have been developed by Namco Bandai Games under license from Nintendo. Mario Kart Arcade GP VR doesn’t break this rule, but of course the experience you’ll get when entering the lifesize kart replica is wholly different.

The most obvious change is one of perspective, of course. Mario Kart Arcade GP VR puts the player into the kart in first-person, with a full range of head-movement perspective offered by the HTC Vive that is coupled with every kart. The player chooses their character – Mario, Luigi, Princess Peach or Yoshi – and once in the HMD can see the position of their virtual hands thanks to Vive Tracker pucks which are attached via a velcro strap to each of their real hands. This is a surprising but important aspect of Mario Kart Arcade GP VR.

As will be familiar to any fans of the Mario Kart franchise, the player is tasked with getting around the track as fast as possible while racing through landscapes themed around the Super Mario titles. Mario Kart Arcade GP VR does only offer one course, but it includes a range of locales such as Bower’s Castle, Kamek’s Laboratory and Donut Plains, separated by boost ramps that fade into cloudy whiteness. A variety of dangers exist in the course – potholes, Thwomps, Piranha Plants and Bullet Bills, to name a few – and of course Mario Kart Arcade GP VR features some weaponry to assist your efforts to gain first place.

Mario Kart Arcade GP VR screenshot

Sadly only three weapons have made the cut: the banana skin, green shell and a hammer. These weapons are no longer confined to question mark blocks however; as mentioned earlier the player wears Vive Tracker pucks on each hand which allow them to reach out and grab the chosen item from balloons drifting across the track. The banana skin and green shell can then be used similarly to every other edition of Mario Kart (however the effort to accurately throw the item in the desired direction seems to be replaced with a rather inaccurate approximation) while the hammer allows you to bash opponents close to you with physical swings of your hand. This of course is the most entertaining item available.

Elsewhere Mario Kart Arcade GP VR differs from the chosen formula of Mario Kart a little too much to be taken seriously by avid fans of the series. While lacking the commentary of Mario Kart Arcade GP 2 and Mario Kart Arcade GP DX, there are no powerslides or boost tricks in Mario Kart Arcade GP VR and in fact no real reason for a brake pedal. The rubber banding of opponents is extreme in all instances (a design for tension rather than fairness, no doubt) and the impact of weapons realistically has no effect on the outcome of a race until the final straight.

Mario Kart Arcade GP VR screenshot

For more casual players however, Mario Kart Arcade GP VR is certainly going to offer a welcome step into the world of VR. The visual quality is almost parallel to that of Mario Kart Arcade GP DX – a decidedly bright and colorful world perfectly recreating the Super Mario aesthetic seen in more than 100 videogames, cartoons, books, clothing and other paraphernalia across the years – and the VR optimisation is without flaw. It’s a simple and intuitive experience designed to welcome anyone, and in that Mario Kart Arcade GP VR is certainly a proficient piece of content design.

Essentially, Mario Kart Arcade GP VR could never be everything to everyone, and so the development team has opted for a light-hearted and enjoyable – if forgettable – adaptation of a beloved franchise into VR. Fans of Mario Kart will certainly enjoy a flirt with the experience but are unlikely to become too involved, and so too are those who may have purchased one-or-two of the home videogames but never found themselves wishing for a recreation of their favourite Mario Kart 64 track. Given the high asking price for a single three-and-a-half minute experience (£7.99 GBP at the time of going to press) that might well be a good thing.

This Homebrewed Mini SteamVR Tracker Only Cost $3 in Parts

Dr. Masahiko Inami, a professor at the University of Tokyo’s Research Center for Advanced Science and Technology, recently tweeted a picture of an incredibly small, homebrewed SteamVR tracker that has us reeling at the implications for ever-smaller tracked objects in VR.

Measuring about the size of a single AirPod earphone, Dr. Inami says the SteamVR-compatible sensor unit only cost ¥300 in parts, or around $2.70 USD to make.

The mini-tracker seems to lack a battery, which would noticeably increase the size. As an engineering feat though, it shows just how small things can get when dealing with SteamVR tracking sensors—the lightweight, low power, low-cost ASIC sensors that can be used to receive lasers emitted from SteamVR tacking basestations.

Valve provides royalty free access to its sensors, and can be purchased from a number of part suppliers on their own.

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SteamVR supports up to 32 sensors for a single object; as you would imagine, the higher the sensors on a single object, the greater 360 coverage you’ll have. HTC’s own Vive Tracker contains 23 sensors for 360 degree coverage, all of which are in unique positions to better track the object in VR. The mini-tracker’s three sensors are likely a bare minimum for basic tracking, and we wouldn’t expect something that small to be nearly as robust as the consumer Vive Tracker mentioned above.

While somewhat impractical, it’s certainly a cool way to illustrate just how little you might need to create your own mini-tracker at home.

For users looking to jump into SteamVR hardware hacking, a company called Virtual Builds is offering a full SteamVR tracker kit, which includes everything you need to create your own SteamVR 1.0 tracker.

The post This Homebrewed Mini SteamVR Tracker Only Cost $3 in Parts appeared first on Road to VR.

Updated Vive Tracker With SteamVR 2.0 Tracking Shown at MWC 2018

This year’s Mobile World Congress (MWC) in Barcelona is underway, and while the event’s main focus is inevitably on the newest batch of smartphones to hit the market this year, VR’s presence can definitely be felt. Visiting HTC’s booth, we got a chance to see the newer Vive Tracker in action with Valve’s 2.0 SteamVR Tracking system.

Nearly a year old now, the first generation Vive Tracker contained SteamVR Tracking 1.0 sensors, the same seen in the original HTC Vive which allows it to be positionally tracked by the SteamVR (AKA Lighthouse) Tracking system. HTC had debuted the new Vive Pro, which uses 2.0 sensors, but we hadn’t seen the Vive Tracker with the newer sensors until now.

Image courtesy Mi Heipa Sports

HTC has updated its Vive Tracker to contain the 2.0 sensors, showing them off with UK-based sports training and rehab company Mi Hiepa Sports. In the soccer experience, four trackers were used to track the user’s legs and feet, allowing the platform to run the user through soccer drills seen through the Vive Pro. The drills gather data about the player’s performance to create a baseline for improvement. Adam Dickinson, development director at Mi Hiepa Sports, expects that the expanded tracking range of SteamVR Tracking 2.0 will make the platform more useful for soccer clubs.

Neither the original HTC Vive nor the first generation of Vive Trackers work with the newer SteamVR Tracking 2.0 base stations, meaning the next generation of Vive Trackers were bound to come sooner or later. HTC isn’t talking pricing or availability of the newer Trackers just yet (though the originals launched for $100 each), but say they are working with developers who have been developing for the original Trackers to make sure they can get what they need going forward. HTC began selling the original Vive Tracker to consumers only a few months ago.


Additional reporting by Ben Lang

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